At the moment after 0.15 if we wish to create multiple stations with the same name "iron ore pickup" and we require multiple trains to fully keep up with the rate the stations are turning on because they have enough for a full train (so toggling disabled or not based on available resources at outpost locally), depending on the timing its very easy to end up having all of your trains heading off to the exact same outpost from the waiting bay before any other outpost activates it's train station and the workaround's i can think of feel clunky or result to going back to the methods used pre 0.15 that prompted the entire point of adding being able to enable and disable stations with the advanced control.
proposed solution:
Train station's can set maximum train queue with the exact same interface the inserters got for stack size pickup (with circuit network control-ability of course xD). This would allow us to limit the amount of trains sent to a destination, so in my use case i would use combinators to take the current amount stored in a outpost and divide it by the maximum a train can hold and set that to my train queue limit.
problems with solution:
- 1) this is effectively the same as disabling a station if set to 0, which would make using it possibly weird (maybe desirable idk) and may require combining functionality with disabling a train station to make sense.
2) requires a method to be able to set requested trains to 0 so no extra trains are requested without disabling the station so the train currently doing activity at that station still stays till it's conditions are met.- * possible solution: disabled stations do not make a train that is stopped at that station auto leave (or a method on the train/station itself to allow that)